Abbey Quest



Abbey Quest is a format for Role Playing Games (RPGs) that relies much more on set attributes and die rolling, very similar to the styles of games like Dungeons & Dragons and Pathfinder. This is in contrast to the normal format where people simply write up whatever they wish to happen.

With this format there are several key differences:


 * For character sheets players will also need to decide and roll dice to decide their character's statistics such as Strength, Dexterity, Intelligence, and Wisdom. These stats will be explained in greater detail below under the Attributes section and in the Character Creation Guide.
 * Instead of having every player putting a small part into making a larger story and the RPG creator only able to shape the game in small ways. In Abbey Craft the creator will play as the Game Master(GM) and be responsible for planning out the story, deciding enemy character's stats(Or using pre-made enemies), deciding the difficulty checks for skill usage, playing as every Non Player Character in the RPG, and creating the dungeons.
 * There will instead be turns for every player. (As opposed to first come first serve rule) Turns will begin with everyone rolling a d20(A 20 sided die) and then making their action in turn from who rolled highest to who rolled lowest. Because of this it may be necessary for players and the GM to plan out a specific day where they will all be on to play it. However, this will result in more frequent commenting and allow RPGs to progress more quickly.
 * Players and DMs will have to either use online die rollers with options for 20, 12, 8, 6, and 4 sided die, or will have to go out and buy their own (This would normally cost around $11.99 but free for online versions)
 * Character limits will be small since large groups are extremely hard to manage. The normal size is around 4 players, though groups of 2 or 3 can work fine as well, and groups of 5-7 work well but may be harder to work with. With this DMs will have to decide who can be a part of the RP and who cannot be in it to keep things at a manageable level. OR they can choose to select a second DM to help them manage a large group.
 * Adventures MUST be planned in advance and ready to be played for at least an hour or two per session. However this does not mean writing every interaction out, a lot of Abbey Quest will be improve like you are used to. But on the other hand there should never be a moment where the DM has to say "Uh.... I have no idea what happens next."
 * Characters will have pre-defined classes with set skill preferences, abilities, spells, reflexes, and roles. These will be explained in greater detail during the Character Creation Guide and the Class section below.

How It Is Played
First of all you must Create a Character. You can either choose to decide on a character beforehand and try to match what you put on that sheet to your character. Or you can fill out the form and decide things on the fly and build a story around that sheet.

Secondly

Attributes
To Be Filled Out Later

Species and Classes
To Be Filled Out Later

Game Mastering
To Be Filled Out Later